sampler2D Tex0;
sampler2D Tex1;


float TintColour;
int TexHeight = 640;
int TexWidth = 480;

int Size;


float2 PixelKernel[9];
float BlurWeights[9];
float Intensity;

struct VertexShaderOutput
{
    float2 TexCoord0 : TEXCOORD0;
};

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
	float4 colour = 0;

	float2 TexSize = float2(1.0/TexHeight, 1.0/TexWidth);

	colour = tex2D(Tex1, input.TexCoord0);
	for(int p = 0; p < (Size * 2) + 1; p++)
	{
		
		colour += tex2D(Tex0, input.TexCoord0 + (PixelKernel[p] * TexSize) * 1) * BlurWeights[p] * Intensity;
	}

	//colour.a = 1.0f;

	return colour;
}



technique Technique1
{
    pass Pass1
    {
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }

}